#include"SceneBase.h"
#include"../ServerMaster.h"
#include"../GameServer.h"
#include"../Common.h"
#include"../MessageIDConst.h"
#include"GameMonster.h"
#include"ConfigParser.h"
#include"../utils/GameUtils.h"
#include"../MessageErrorConst.h"
#include"../UserBaseController.h"

static int MAX_MONSTER = 7;

SceneBase::SceneBase()
{
}

SceneBase::SceneBase(Object* master, const int& sceneId)
{
	m_master = master;
	m_sceneId = sceneId;
}

SceneBase::~SceneBase()
{
}

void SceneBase::addActor(const int& id, const int64_t& sock, const Myvec& pos, const Myvec& forward, const std::string& name)
{
}

void SceneBase::removeActor(const int& id)
{
}

void SceneBase::updateActorTransform(const int& id, const Myvec& pos, const Myvec& forward, const Myvec& veloci)
{
}

void SceneBase::updateActorPosAndFor(const int& id, const Myvec& pos, const Myvec& foprward)
{
}

std::vector<GamePlay*> SceneBase::getGamePlayNearPlayers(const int& id)
{
	return std::vector<GamePlay*>();
}

int SceneBase::getSceneId()
{
	return m_sceneId;
}

void SceneBase::monsterFight(const int& monsterId, const int& figtId)
{
}

void SceneBase::update(float dt)
{
}

void SceneBase::registerUpdate()
{
	auto master = dynamic_cast<ServerMaster*>(m_master);
	master->getGameServer()->registerUpdateFunc(this, static_cast<UpdateFunc>(&SceneBase::update));
}

void SceneBase::monsterFightResult(const int& userId,const int& monsterId, const int& success)
{
}

void SceneBase::notifyMonster(GamePlay* play)
{
}
